Yeah I used Claude for most of the code, not gonna hide it. Game jams are where vibe coding actually makes sense, you don't build up tech debt in 72 hours. Would've developed half the features doing it "properly". Still, doesn't meant I prompted "make me a game" and did nothing else. F.e. ball and physics balancing took like a few hours. I've tried to make a feeling of the ball and paddle a little bit more footballish, but in some moment it became to feel too slow and undynamic, so I've finished with the numbers below:
Ball physics:
- RigidBody2D, linear_damp 0.18 for gradual slowdown
- Hit direction = vector from paddle center to ball center (normalized)
- If paddle is moving its velocity adds 25% influence to hit direction(just balanced it manually). So moving into the ball shifts the angle
- Paddle speed also adds 25% to ball speed
- Wall bounces have 0.88 factor (loses 12% speed per bounce)
- Max speed scales with combo: 2000 + combo * 10
Paddle physics:
- CharacterBody2D, max speed 2200(Player) 2000(Bot)
- Player follows mouse with 0.3 smoothing (for web jitter)